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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc.

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  #1  
Old 10-21-2009, 09:48 PM
bigjoe11a is offline bigjoe11a
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BHD Wac commands

I'm looking for a list of all the wac commands and what options for each one. Does any one have a list for BHD and TS.

Thanks
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  #2  
Old 10-22-2009, 12:52 AM
MERMITE is offline MERMITE
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By memory here are sum:

;# immediate decimal number
;anim_move immediate equate from ADM file
;ammo_name immediate ammo name (ex. ammo2tgt ammo_rocket 1)
;fx_fxname immediate effect name (ex. fxrain fx_effect_lightning)
;effect_name immediate effect name (ex. fxrain effect_lightning)
;SS_SoundSet immediate soundset name
;sSoundSet immediate soundset name (alternate syntax)
;face_name immediate face name (ex. ssnface 45 face_happy)
;V# V0 to v511 game variables, cleared at start of mission
;G# G0 to vG11 global variables, not cleared during link
;M# Music Script Variable
;result current return/accumulator value (mostly for debug)
;ticks number of seconds into game
;GameOver true is game is over
;Win true if blue team won
;Lose true if red team won
;wind used by SWING, FLICKER, and particle wind2
;health player's health/hp value
;mana player's mana
;neartype the type of the nearest enemy (from items.def dialog)
;neardist the distance to the nearest organic
;nearmove the anim move of the nearest organic (setable)
;nearid the unique dcb/id of the nearest organic
;neartid the id of the organic's target or 0 if no target
;nearblind
;nearflying
;nearguard
;nearSSN
;nearWP
;nearGroup
;nearHP

;deadDist the nearest corpse info
;DdeadType
;ddeadSSN
;DdeadMove
;DdeadGroup

;bbadDist the nearest badguy info (team 2)
;bbadType
;bbadSSN
;bbadMove
;bbadGroup




;---TRIGGERS (# param can be number or variable)
;never() true if current IF has never fired, for one time only events
;elapse(#) true if past # seconds since current IF activated
;
;-IF Link (these commands fire once only for every fire of linked IF)
;previous true if previous IF fired
;chain(#) true if previous IF fired # seconds ago
;link(#1,#2) true if IF #1 away from current IF fired #2 seconds ago
;
;-Game Time (seconds of WAC script running)
;past(#) true if past # seconds into game, keeps firing after #
;before(#) true if before # seconds into game. keeps firing before #
;ontick(#) true if ontick #, only fires once
;
;random(#) randomly true 1 in # times, sets RND for additional tests
;location(#) true if you are at that music location
;area(#) true if within MED area without checking vertical
;area3D(#) true if within MED 3D area
;outside() true if you are not in a blink box
;waveready() true if no talking going on
;groupdead(#) true if entire group is dead
;groupalive(#) true if anyone in group is alive
;ssnwounded(#) true if ssn is wounded
;ssndead(#) true if ssn is dead
;ssnalive(#) true if ssn is alive
;ssnride(#) true if any organic is standing on SSN
;ssnridessn true if organic SSN is standing on SSN (order not important)
;meride(#) true if player is standing on SSN
;ssngun(#) true if SSN is using an emplaced weapon
;ssnloc(#,#) true if vehicle or person is in music location
;ssnarea(#,#) true if vehicle or person is in 2D med area #
;ssnarea3D(#,#) true if vehicle or person is in 3D med area #
;dooropen(#) true if group # has door open
;event(#) true if med event has triggered
;squadevent(#) true if squad event is in que, sets squadSSN to talker
;
;---VARIABLE COMPARE
;eq(#,#) true if #==#
;ne(#,#) true if #!=#
;lt(#,#) true if #<#
;gt(#,#) true if #>#
;le(#,#) true if #<=#
;ge(#,#) true if #>=#
;true(#) true if #!=0
;false(#) true if #==0
;
;---VARIABLE MODIFY
;set(var,#) set var to #
;add(var,#) add # to var
;sub(var,#) subtract # from var, clamp at 0
;inc(var) add 1 to var
;dec(var) subtract 1 from var, clamp at 0

;---EVENTS (# param can be number or variable)
;squadclear clears squadevent selected by squadevent(#)
;forceanim(anim) forces all organics into anim slot (debug only)
;report("text") pop-up debug report window
;report#("text",#) pop-up debug report window with number
;text("text") output text to chat - right side
;text#("text",#) output text to chat w/# - right side
;consol("text") output text to consol - left side
;consol#("text",#) output text to consol w/# - left side
;
;flash produce a flash of lightning & thunder
;farflash produce a far away flash of lightning & thunder
;quake(#) earthquake for # 10th of a seconds
;
;colorfade(#) seconds for color to transition (zero is normal)
;sun(#,#,#) sets sun rgb ENV override
;sky(#,#,#) sets sky rgb
;ground(#,#,#) sets ground rgb
;ceiling(#,#,#) sets ceiling rgb
;floor(#,#,#) sets floor rgb (inside ground)
;lightning(#,#,#) sets the color of the lightning
;cloud(#,#,#) sets the cloud color
;gain(#,#,#) sets the brightness of the whole scene
;
;fogcolor(#,#,#) set fogcolor to R,G,B, changes at color fade rate
;fog(#,#,#) same as fogcolor
;skyfogcolor(#,#,#) set skyfogcolor to R,G,B
;skyfog(#,#,#) same as skyfogcolor
;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall
;fogdist(#) sets fogdist to # meters
;movefog(#,#) move fogdist to # meters over # seconds
;skyspeed(#) sets the sky movement speed
;skyheight(#) sets the height of the sky
;
;sound(sSSNAME, dist, head) plays soundset at distance(meters) and heading(bangle)
;
;nearwave("wave.wav", dist) plays wave file from the mouth of the nearest enemy with max dist to be heard
;nearanim(anim_move) sets the nearest enemy to ADM move slot
;SSNwave(ssn, "wave.wav", dist) plays wave file from the mouth of the ssn with max dist to be heard
;SSNanim(ssn, anim_move) sets the ssn to ADM move slot
;SSNradio(ssn, "wave.wav") sets the ssn to talk on radio
;
;SSNmax(ssn, maxengage) set max engage distance
;SSNmin(ssn, minengage) set min engage distance
;SSNatt(ssn, maxattack) set max attack distance
;SSNSpawn(ssn, spawn count) set the spawn count, 0=don't respawn
;GroupMax(group, maxengage) set max engage distance
;GroupMin(group, minengage) set min engage distance
;GroupAtt(group, maxattack) set max attack distance
;GroupSpawn(group, spawn count) set the spawn count, 0=don't respawn
;remove(grp) remove group # without a trace
;kill(grp) kill group #
;removeSSN(ssn) remove SSN # without a trace
;killSSN(ssn) kill SSN #
;teleport(grp,tgt) teleport group # to target #
;telessn(ssn, tgt) teleport SSN # to target #
;targetfx(tgt) create med particle fx at target #
;sound2tgt(ss,tgt) create ssoundset at target # (ex. sound2tgt sSoundSet 1)
;ss2ssn(ss,ssn) create ssoundset at center of ssn
;ammo2tgt(ammo,tgt) create ammo # at target # (ex. ammo2tgt ammo_rocket 1)
;fx2tgt(fx,tgt) create fx # at target # (ex. fx2tgt effect_lightning 1)
;opendoors(group) open doors in group #
;closedoors(group) close doors in group #
;SSNtoWP(ssn, wp) redirect SSN to WP list
;GtoWP(group, wp) redirect Group to WP list
;ammorain(ammo) rain down ammo # somewhere near player
;ammoarea(ammo, area) rain down ammo # somewhere inside area #
;fxrain(fx) rain down effect # somewhere near player
;ssncspd(ssn,speed) set ssn to combat speed of #
;ssnpspd(ssn,speed) set ssn to patrol speed of #
;ssnuse(ssn) snap ssn to emplaced weapon if within 3 meters
;ssnrelease(ssn) remove ssn from emplaced weapon
;ssn2ssn(ssn, ssn) have ssn goto ssn and try to snap to emplaced
;ssnface(ssn, face) set face expression of ssn
;ssnguard(ssn, #) set ssn to guard 1=ON, 0=Off
;ssnturn(ssn, heading) turn ssn to heading 0-360.....etc etc

Or if you are caperable you may extract the game .wac from your localres.pff yourself

"M"
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  #3  
Old 10-22-2009, 11:01 AM
bigjoe11a is offline bigjoe11a
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Thanks. how ever I have all this information. I should have pointed more details. Theres wac commands that I don't have a list for on what options I can add.

;sound2tgt(ss,tgt) create ssoundset at target # (ex. sound2tgt sSoundSet 1)
;ammo2tgt(ammo,tgt) create ammo # at target # (ex. ammo2tgt ammo_rocket 1)
;fx2tgt(fx,tgt) create fx # at target # (ex. fx2tgt effect_lightning 1)

I need a list of what I can do with the above wac commands. I just don't see or be able to find a list of the options for each of these wac commands
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  #4  
Old 10-22-2009, 01:40 PM
skinny killer is offline skinny killer
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Sound2tgt refers to sound sets in the game. sound sets are wave files emitted from objects. example, when you or a bot fires a gun it plays a wave file from a SS or sound set which allows you to hear the gun fire. sound sets can have 6 or more different waves that it will play at one time. example: when you fire your gun in the game it actually plays three different sounds. the first sound is the one you hear in the 1st person view, the 2nd is heard by players near by and the 3rd is heard by players from a far distance.

you can find all the sound sets by converting the Game.LWF to txt and looking at all of the "Multi" scripts. but that's a whole different story. there's hundreds of them and it would be much easier to just use wave files. the Game LWF is a mess and no one wants to fool around with it.

as for ammo2tgt. you can find them very easily by extracting the ammo.def from the localres.pff and using the DeScr tool found in the DFX mod tools to decrypt it. once you open it in note pad you'll find scripts just like the example below.

ammo ROCKETAT4
frndlyTrcrID 1873
max_age 90
arm_age .007
velocity 500
dopplerdiv 50
min_stable_velocity 10
error 0
tumble_error 50.01
drag 60.5
weight_in_grains 50500
min_damage 0
max_damage 0
penetration_impact 100
penetration_kz 100
kztype rounds_kz_C4
kz_minradius 2.0
kz_maxradius 2.0
kz_damage 451
recoil 90000 90000 90000
bullet_radius 0.02

ai_launch GS_AT4

tracer_type at4

Mf_Light 100

scorch_id 2
scar_type 2


kz_physics 1

light_move 6.0 128 120 80
light_impact 10.0 255 192 96 0.2

flag LAWR
flag IgnorFoilage
flag forcetracer
flag priority

effects_table
move Effect_at4move LP_STINGER_MOVE 0
obj Effect_SATCHEL explo_ammo_med 200
dirt Effect_SATCHEL explo_dirt 200
grass Effect_SATCHEL explo_ammo_med 200
snow Effect_SATCHEL explo_dirt 200
cement Effect_SATCHEL explo_ammo_med 200
packeddirt Effect_SATCHEL explo_dirt 200
water effect_waterexp explo_water_sm 200
railroad Effect_SATCHEL IMP_ROCKET_ARMOR 200
mud Effect_SATCHEL explo_ammo_med 200
ice Effect_SATCHEL explo_dirt 200
quicksand Effect_SATCHEL explo_dirt 200
sand Effect_SATCHEL explo_dirt 200
stone Effect_SATCHEL explo_ammo_med 200
wood Effect_SATCHEL explo_ammo_med 200
metal Effect_SATCHEL IMP_ROCKET_METAL 200
glass Effect_SATCHEL explo_ammo_med 200
cloth Effect_SATCHEL explo_ammo_med 200
foliage Effect_SATCHEL explo_foliage 200
hmetal Effect_SATCHEL IMP_ROCKET_ARMOR 200
flesh Effect_SATCHEL explo_ammo_med 200
player Effect_PRGDirt explo_ammo_med 200
zip none by_missile1 50
end
end

you would use the name of the script for that ammo type in the WAC command. I.E. ammo2tgt(RocketAT4,#).

and for FX to TGT, it's much easier to use events to do this by selecting the TP target and giving it a effect then using the event to trigger it. but if you must use the WAC. just select a telleport target marker and look in the drop down list of "Particle affect name" and just copy and paste any of them from the list into your WAC command.
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  #5  
Old 10-22-2009, 04:40 PM
bigjoe11a is offline bigjoe11a
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Thanks, Its just I need a list that makes since.

if eq (v5,1) and never() then
sound2tgt ss_EXPLO_ARTILLERY, 1
fx2tgt effect_motarhit1, 1
endif

if chain(1) and never() then
sound2tgt ss_EXPLO_ARTILLERY, 2
fx2tgt effect_motarhit1, 2
endif

and

if chain(2) and never() then
ammo2tgt(ammo_AI_MORTAR,17)
endif

are the only ones I have. I just want to be able to add some effects to my maps. More then what I have.
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